Files
Terrarum/src/net/torvald/terrarum/gamecontroller/IngameController.kt
2018-08-05 21:57:18 +09:00

149 lines
5.2 KiB
Kotlin

package net.torvald.terrarum.gamecontroller
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.Input
import com.badlogic.gdx.InputAdapter
import net.torvald.terrarum.modulebasegame.Ingame
import net.torvald.terrarum.worlddrawer.FeaturesDrawer
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.itemproperties.GameItem
import net.torvald.terrarum.floorInt
import net.torvald.terrarum.worlddrawer.WorldCamera
/**
* Created by minjaesong on 2015-12-31.
*/
class IngameController(val ingame: Ingame) : InputAdapter() {
// these four values can also be accessed with GameContainer.<varname>
// e.g. gc.mouseTileX
/** position of the mouse (pixelwise) relative to the world (also, currently pointing world-wise coordinate, if the world coordinate is pixel-wise) */
val mouseX: Float
get() = WorldCamera.x + Gdx.input.x / (ingame.screenZoom)
/** position of the mouse (pixelwise) relative to the world (also, currently pointing world-wise coordinate, if the world coordinate is pixel-wise)*/
val mouseY: Float
get() = WorldCamera.y + Gdx.input.y / (ingame.screenZoom)
/** currently pointing tile coordinate */
val mouseTileX: Int
get() = (mouseX / FeaturesDrawer.TILE_SIZE).floorInt()
/** currently pointing tile coordinate */
val mouseTileY: Int
get() = (mouseY / FeaturesDrawer.TILE_SIZE).floorInt()
fun update(delta: Float) {
///////////////////
// MOUSE CONTROL //
///////////////////
// Use item: assuming the player has only one effective grip (EquipPosition.HAND_GRIP)
if (ingame.canPlayerControl) {
if (Gdx.input.isButtonPressed(Terrarum.getConfigInt("mouseprimary")) || Gdx.input.isButtonPressed(Terrarum.getConfigInt("mousesecondary"))) {
val itemOnGrip = ingame.playableActor.inventory.itemEquipped[GameItem.EquipPosition.HAND_GRIP]
itemOnGrip?.let {
if (Gdx.input.isButtonPressed(Terrarum.getConfigInt("mouseprimary"))) {
ingame.playableActor.consumePrimary(it)
}
if (Gdx.input.isButtonPressed(Terrarum.getConfigInt("mousesecondary"))) {
ingame.playableActor.consumeSecondary(it)
}
}
}
}
/////////////////////
// GAMEPAD CONTROL //
/////////////////////
}
override fun keyDown(keycode: Int): Boolean {
if (ingame.canPlayerControl) {
ingame.playableActor.keyDown(keycode)
}
if (Terrarum.getConfigIntArray("keyquickselalt").contains(keycode)
|| keycode == Terrarum.getConfigInt("keyquicksel")) {
ingame.uiPieMenu.setAsOpen()
ingame.uiQuickBar.setAsClose()
}
ingame.uiContainer.forEach { it.keyDown(keycode) } // for KeyboardControlled UIcanvases
// Debug UIs
if (keycode == Input.Keys.F3) {
ingame.debugWindow.toggleOpening()
}
if (keycode == Input.Keys.GRAVE) {
ingame.consoleHandler.toggleOpening()
}
return true
}
override fun keyUp(keycode: Int): Boolean {
if (Terrarum.getConfigIntArray("keyquickselalt").contains(keycode)
|| keycode == Terrarum.getConfigInt("keyquicksel")) {
ingame.uiPieMenu.setAsClose()
ingame.uiQuickBar.setAsOpen()
}
ingame.uiContainer.forEach { it.keyUp(keycode) } // for KeyboardControlled UIcanvases
return true
}
override fun keyTyped(character: Char): Boolean {
ingame.uiContainer.forEach { if (it.isVisible) it.keyTyped(character) }
return true
}
override fun mouseMoved(screenX: Int, screenY: Int): Boolean {
ingame.uiContainer.forEach { it.mouseMoved(screenX, screenY) }
return true
}
override fun touchUp(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
// don't separate Player from this! Physics will break, esp. airborne manoeuvre
if (ingame.canPlayerControl) {
val itemOnGrip = ingame.playableActor.inventory.itemEquipped[GameItem.EquipPosition.HAND_GRIP]
if (itemOnGrip != null) {
if (button == Terrarum.getConfigInt("mouseprimary")) {
itemOnGrip.endPrimaryUse(Terrarum.deltaTime)
}
if (button == Terrarum.getConfigInt("mousesecondary")) {
itemOnGrip.endSecondaryUse(Terrarum.deltaTime)
}
}
}
ingame.uiContainer.forEach { it.touchUp(screenX, screenY, pointer, button) } // for MouseControlled UIcanvases
return true
}
override fun scrolled(amount: Int): Boolean {
ingame.uiContainer.forEach { it.scrolled(amount) }
return true
}
override fun touchDragged(screenX: Int, screenY: Int, pointer: Int): Boolean {
ingame.uiContainer.forEach { it.touchDragged(screenX, screenY, pointer) }
return true
}
override fun touchDown(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
ingame.uiContainer.forEach { it.touchDown(screenX, screenY, pointer, button) }
return true
}
}